Difference between revisions of "Weapon Unleash (YEP)"
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{{MvPlugin | {{MvPlugin | ||
|preview = <youtube>https://www.youtube.com/watch?v=HaUCIaEMzhs</youtube> | |preview = <youtube>https://www.youtube.com/watch?v=HaUCIaEMzhs</youtube> | ||
− | | | + | |link2 = <html><iframe src="https://itch.io/embed/508181" height="167" width="552" frameborder="0"></iframe></html> |
− | | | + | |link3 = <html><iframe src="https://itch.io/embed/398158" height="167" width="552" frameborder="0"></iframe></html> |
}} | }} | ||
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</nowiki> | </nowiki> | ||
− | + | {{Notetags MV}} | |
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</nowiki> | </nowiki> | ||
− | == | + | {{Lunatic Mode MV}} |
+ | |||
+ | === Conditional Replace Attack & Guard === | ||
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</nowiki> | </nowiki> | ||
− | == | + | === Conditional Weapon Unleash and Guard Unleash === |
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and override all the following guard unleashes. | and override all the following guard unleashes. | ||
</nowiki> | </nowiki> | ||
+ | |||
+ | {{Tips & Tricks MV}} | ||
+ | |||
+ | * [[Flare Gun (MV Plugin Tips & Tricks)|Flare Gun]] | ||
== Changelog == | == Changelog == | ||
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- Finished Plugin! | - Finished Plugin! | ||
</nowiki> | </nowiki> | ||
+ | |||
+ | <!-- This is a comment, remove the arrows surrounding this for the categories you want to show --> | ||
+ | <!-- [[Category: RPG Maker MV Core Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Battle Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Item Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Skill Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Equip Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Status Menu Plugins]] --> | ||
+ | [[Category: RPG Maker MV Gameplay Plugins]] | ||
+ | <!-- [[Category: RPG Maker MV Movement Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Quest Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Options Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Eventing Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Utility Plugins]] --> | ||
+ | [[Category: RPG Maker MV Mechanical Plugins]] | ||
+ | <!-- [[Category: RPG Maker MV Visual Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Menu Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Message Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Quality of Life Plugins]] --> | ||
+ | <!-- [[Category: RPG Maker MV Plugin Tips & Tricks]] --> | ||
+ | <!-- [[Category: Action Sequences (MV)]] --> | ||
+ | <!-- [[Category: Comment Tags (MV)]] --> | ||
+ | <!-- [[Category: Main Menu Manager Integration (MV)]] --> | ||
+ | <!-- [[Category: Notetags (MV)]] --> | ||
+ | <!-- [[Category: Options Core Integration (MV)]] --> | ||
+ | <!-- [[Category: Plugin Commands (MV)]] --> | ||
+ | <!-- [[Category: Script Calls (MV)]] --> | ||
+ | <!-- [[Category: Text Codes (MV)]] --> |
Latest revision as of 10:52, 13 June 2020
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Download
System
This is a plugin created for RPG Maker MV.
For help on how to install plugins, click here.
For help on how to update plugins, click here.
Got errors with your RPG Maker MV plugin? Click here.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
This plugin allows your game to be able to replace the Attack and Guard commands or give them the option of having a skill randomly occur when using them in reference to Golden Sun's Weapon Unleash system! When replacing the Attack and Guard commands, the text can be changed out for the command names as well. These replacements aren't limited to just equipment in origin, but also from actors, classes, enemies, equipment, and states, too!
Notetags
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
---
There's a few notetags you can use to replace the default attack and provide any weapon unleash effects. Note: If you're using notetags that write out the skill's name and you have multiple skills in your database with the same name, priority will be given to the skill with the highest ID. Actor, Class, Enemy, Weapon, Armor, State notetags: --- Replace Attack --- <Replace Attack: x> <Replace Attack: name> This will replace the attack skill used by the battler. If a battler would have multiple attack replacements, priority will be given in the following order in a first-come-first-serve aspect: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect --- Replace Guard --- <Replace Guard: x> <Replace Guard: name> This will replace the guard skill used by the battler. If a battler would have multiple guard replacements, priority will be given in the following order in a first-come-first-serve aspect: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect --- Weapon Unleash --- <Weapon Unleash x%: y> <Weapon Unleash x%: name> This causes the Attack skill to have a x% chance to randomly use skill y (or named). This will apply only to the Attack Command. Insert multiple copies of this notetag to give more weapon unleashes. If a battler would have multiple weapon unleashes, the randomization check will occur in the following order: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect If a weapon unleash check passes earlier in the list while there are still weapon unleashes later in the list, that weapon unleash will take priority and override all the following weapon unleashes. --- Guard Unleash --- <Guard Unleash x%: y> <Guard Unleash x%: name> This causes the Guard skill to have a x% chance to randomly use skill y (or named). This will apply only to the Guard Command. Insert multiple copies of this notetag to give more guard unleashes. If a battler would have multiple guard unleashes, the randomization check will occur in the following order: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect If a guard unleash check passes earlier in the list while there are still guard unleashes later in the list, that guard unleash will take priority and override all the following guard unleashes. --- Unleash Rate Modifiers --- <Weapon Unleash: +x%> <Weapon Unleash: -x%> This alters the weapon unleash rate for all weapon unleashes by +x%/-x%. <Weapon Unleash x: +y%> <Weapon Unleash x: -y%> <Weapon Unleash name: +y%> <Weapon Unleash name: -y%> This alters the weapon unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID. <Guard Unleash: +x%> <Guard Unleash: -x%> This alters the guard unleash rate for all weapon unleashes by +x%/-x%. <Guard Unleash x: +y%> <Guard Unleash x: -y%> <Guard Unleash name: +y%> <Guard Unleash name: -y%> This alters the guard unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID. Skill Notetags: <Command Text: x> <Attack Text: x> <Guard Text: x> If you are using Replace Attack or Replace Guard, you can change the way the command name appears in the actor command window to x. If you are using the <Command Text: x> notetag, this will apply to both Attack and Guard names.
Lunatic Mode
For advanced users who have an understanding of JavaScript, you can use the following features added by the plugin to further enhance what you can do with your game project.
Conditional Replace Attack & Guard
For those who have JavaScript proficiency and would like to make attack or guard replacement work off conditional means, you can use the following Lunatic Mode notetags: Actor, Class, Enemy, Weapon, Armor, State notetags: --- Replace Attack --- <Custom Replace Attack> if (user.level > 50) { id = 50; } else { id = 0; } </Custom Replace Attack> This will run a custom conditional check to see if the Attack command gets replaced. The 'id' variable is the skill ID that it will change to. If the 'id' variable is 0, the check has failed and will continue on with the list to the next target. --- Replace Guard --- <Custom Replace Guard> if (user.level > 50) { id = 50; } else { id = 0; } </Custom Replace Guard> This will run a custom conditional check to see if the Guard command gets replaced. The 'id' variable is the skill ID that it will change to. If the 'id' variable is 0, the check has failed and will continue on with the list to the next target.
Conditional Weapon Unleash and Guard Unleash
For those who have JavaScript proficiency and would like to add Weapon or Guard Unleashes with conditional success rates, you can use the following Lunatic Mode notetags: Actor, Class, Enemy, Weapon, Armor, State notetags: --- Weapon Unleash --- <Custom Weapon Unleash: x> rate = user.hp / user.mhp; </Custom Weapon Unleash: x> <Custom Weapon Unleash: name> rate = user.hp / user.mhp; </Custom Weapon Unleash: name> This causes the Attack skill to have a chance to randomly use skill x (or named). The 'rate' variable will determine the success rate of the unleash. This will apply only to the Attack Command. Insert multiple copies of this notetag to give more weapon unleashes. If a battler would have multiple weapon unleashes, the randomization check will occur in the following order: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect If a weapon unleash check passes earlier in the list while there are still weapon unleashes later in the list, that weapon unleash will take priority and override all the following weapon unleashes. --- Guard Unleash --- <Custom Guard Unleash: x> rate = user.hp / user.mhp; </Custom Guard Unleash: x> <Custom Guard Unleash: name> rate = user.hp / user.mhp; </Custom Guard Unleash: name> This causes the Guard skill to have a chance to randomly use skill x (or named). The 'rate' variable will determine the success rate of the unleash. This will apply only to the Guard Command. Insert multiple copies of this notetag to give more guard unleashes. If a battler would have multiple guard unleashes, the randomization check will occur in the following order: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect If a guard unleash check passes earlier in the list while there are still guard unleashes later in the list, that guard unleash will take priority and override all the following guard unleashes.
Tips & Tricks
The following Tips & Tricks effects use this plugin:
Changelog
Version 1.05: - Bypass the isDevToolsOpen() error when bad code is inserted into a script call or custom Lunatic Mode code segment due to updating to MV 1.6.1. Version 1.04: - Bug fixed for replaced attacks that do not have a selection target. - Documentation update. Fixed a help file error. Version 1.03: - Lunatic Mode fail safes added. Verison 1.02: - If a battler is afflicted with berserk, charm, or confusion and they use a scope other than a single target action, the scope will now be adjusted to fit the scope of the action if it targets multiple enemies or allies. Version 1.01: - Updated for RPG Maker MV version 1.1.0. Version 1.00: - Finished Plugin!